Exploring the GUESS 3D Virtual World: A New Era in Environmental Education 🌍

We are excited to welcome you to the demonstration of the GUESS 3D Virtual World Learning Environment (VWLE) — a groundbreaking educational platform developed to elevate environmental knowledge and awareness among university students.

Created as part of the Erasmus Plus KA2 project, GUESS (Gamified University Environmental Sustainability Skills) offers an innovative approach to learning by combining immersive virtual environments with real-world sustainability challenges. The platform invites students to explore, engage, and reflect on key environmental issues through a fully interactive and gamified experience.

The goal? To empower the next generation of learners with the mindset and tools needed to build a more sustainable future. From understanding ecological systems to evaluating sustainable practices, GUESS transforms traditional education into a dynamic, digital journey.

This demonstration showcases how virtual reality, educational technology, and sustainability can come together to create powerful learning experiences. It’s not just a tool — it’s a movement toward greener thinking and more conscious action.

🌱 Join us as we explore how GUESS is reshaping environmental education for the better.

The GUESS Virtual World Is Officially Complete! 🌍

We’re thrilled to share some exciting news — the GUESS Virtual World Learning Environment (VWLE) is now fully developed!

After months of dedicated work, collaboration, and creative energy from our international team, the GUESS project has reached a major milestone. The result is an innovative, 3D immersive platform designed to enhance environmental awareness and sustainability education through gamified learning.

The GUESS VWLE is part of the Erasmus+ KA2 project, aiming to equip university students with essential environmental knowledge in a way that’s interactive, engaging, and impactful. By combining cutting-edge technology with educational best practices, the platform offers learners an opportunity to explore real-world issues in a virtual setting — making the experience both meaningful and memorable.

From interactive missions and dynamic learning spaces to collaborative challenges, every detail of the virtual world has been carefully crafted to spark curiosity and promote action toward a more sustainable future.

As we move into the next phase, we’re excited to start integrating GUESS into educational programs and showcasing its potential across institutions. Stay tuned for updates, pilot testing, and opportunities to experience the platform firsthand!

GUESS Project Meeting Kicks Off a Promising New Year

The Software Quality and Human-Computer Interaction Laboratory started the year with an exciting milestone—the latest GUESS Project Meeting took place on January 14th, bringing together all project partners to exchange updates, evaluate progress, and outline the next steps for this dynamic international collaboration.

Hands-On Testing in the GUESS Virtual World

A key moment of the meeting was a hands-on session in the GUESS virtual world, where partners had the opportunity to test interactive educational games in a simulated environment. This collaborative session offered valuable insights and feedback, supporting the ongoing improvement of the user experience and technical design.

Looking Ahead

As active contributors to the GUESS Project, our lab is proud to support the development of immersive, game-based learning environments. The project reflects our commitment to innovation, interdisciplinary research, and impactful educational technologies. We look forward to continued collaboration and new achievements throughout the year.

Second Transnational Project Meeting of the GUESS project at Brno, Czech Republic – September 2024

The GUESS project partners had their 2nd Transnational Project Meeting at the Mendelu University in Brno, Czech Republic, on 12th and 13th of September 2024.

The meeting agenda include:

  • Welcoming and brief participants’ introduction
  • Overviewing the progress so far and what are the ongoing sub-activities
  • Discussing the 1st project task: “2.1 Identify the needs of university students”
  • Discussing the 2nd and 3rd project tasks: “2.2 Definition of the use cases” & “2.3 Definition of the digital content”. The partners evaluated the work that is done so far as well as our next actions.
  • Discuss the 3rd Work Package Deliverables, where the partners had the the opportunity to demonstrate the gamified use case and discuss the next steps for the development of the Gamified Environment.
  • Evaluation of the 3rd Work Package Deliverable so far and update on the future steps.
  • Discuss the 4th Work Package as well as the next steps and timeline for all partners.

Learn more about the GUESS project on the project’s social media:
GUESS project Instagram
GUESS project Facebook